feat: projectile speed is increased with respective player speed. Does not effect lateral projectile movement respective to the player
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@@ -60,6 +60,8 @@ func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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proj.position = origin + fire_dir * 0.2
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proj.position = origin + fire_dir * 0.2
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proj.logical_source = origin
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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proj.velocity = fire_dir * projectile_speed
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if player:
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proj.velocity += fire_dir * player.velocity.dot(fire_dir)
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proj.damage = base_damage
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proj.damage = base_damage
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proj.min_damage = min_damage
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proj.min_damage = min_damage
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proj.falloff_start = falloff_start
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proj.falloff_start = falloff_start
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@@ -114,6 +114,8 @@ func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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proj.logical_source = origin
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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proj.velocity = fire_dir * projectile_speed
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if player:
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proj.velocity += fire_dir * player.velocity.dot(fire_dir)
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proj.damage = base_damage
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proj.damage = base_damage
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proj.min_damage = min_damage
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proj.min_damage = min_damage
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proj.falloff_start = falloff_start
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proj.falloff_start = falloff_start
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@@ -94,6 +94,8 @@ func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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proj.logical_source = origin
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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proj.velocity = fire_dir * projectile_speed
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if player:
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proj.velocity += fire_dir * player.velocity.dot(fire_dir)
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proj.damage = base_damage
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proj.damage = base_damage
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proj.min_damage = min_damage
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proj.min_damage = min_damage
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proj.falloff_start = falloff_start
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proj.falloff_start = falloff_start
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@@ -88,6 +88,8 @@ func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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proj.position = muzzle_flash.global_position if muzzle_flash else origin
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proj.position = muzzle_flash.global_position if muzzle_flash else origin
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proj.logical_source = origin
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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proj.velocity = fire_dir * projectile_speed
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if player:
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proj.velocity += fire_dir * player.velocity.dot(fire_dir)
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proj.damage = base_damage
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proj.damage = base_damage
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proj.min_damage = min_damage
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proj.min_damage = min_damage
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proj.falloff_start = falloff_start
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proj.falloff_start = falloff_start
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@@ -152,6 +152,8 @@ func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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proj.position = origin # Start at origin to spread outward around camera
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proj.position = origin # Start at origin to spread outward around camera
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proj.logical_source = origin
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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proj.velocity = fire_dir * projectile_speed
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if player:
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proj.velocity += fire_dir * player.velocity.dot(fire_dir)
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proj.damage = base_damage
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proj.damage = base_damage
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proj.min_damage = min_damage
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proj.min_damage = min_damage
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proj.falloff_start = falloff_start
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proj.falloff_start = falloff_start
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